GR: Some Notes

This is more so I’ll remember what I’m thinking. It’s taking shape rapidly, thanks to some thoughtful spurring by Eric. I need to roll the dice and see if the numbers work, but it seems clean. Raw notes follow.
STRUCTURE OF PLAY

GR is divided into:

4 Acts, each of which has 4 Scenes, each of which has a mission and one vignette per player. Thus there will be 16 Vignettes per player and 16 missions, total, ina game of GR.

DIE POOLS

Each player has a pool of dice based on their success at relationships and experience in combat. This will vary from 0-12 and increase as the game progresses. As new dice are added, they are available to bring into conflicts immediately. The die pool recharges after every Act (every four Scenes).

Base die pool is equal to the number of unlovable/immortal combinations the character has. Bonus dice from relationships and experience add to this.

WINNING NEW DICE

You win new dice by securing more intimacy with romantic partners, making and strengthening bonds with new friends, acquiring rivals, and participating in the war as a soldier. The last category is free, the others require contests.

SLOTS (better name?)

Player characters have 16 slots, one for each scene, that can each theoretically house a bonus die. The way the math works 16 dice is impossible, but a hard-working and lucky player can get up to 12.

To fill a slot with a growing relationship, you need to allocate a die or dice and beat the scene number during your vignette, the romantic difficulty, and narrate the outcome. Other players can throw in dice to help you or hinder you if they wish! Each NPC can have multiple relationships, but only one Lover. Once an NPC has a lover, all other relationships with that NPC, and the associated bonus dice, are erased.

Once you have a lover, you can continue to build the intensity of the relationship indefinitely at one die per vignette. Marriage proposals, who knows — the sky is the limit!

FAILING A VIGNETTE

If you fail during your vignette, you may choose to fill the Scene slot with a Hate category for free, narrating the outcome as part of your mission narration. There are a total of 5 hate options that escalate and stack, and all but the first (Obedience) grants a bonus die.

MISSIONS

Mission difficulty is Scene number times the number of players. Thus, 1-16 times n. If you have four players, and it is Scene 8, the mission difficulty is 32. One way to look at it is that the scene number is the amount of difficulty each team member is responsible for on a mission. The probability break points encourage ugly decision-making and foolish gambling, just like real teens!

To accomplish a mission successfully, you need to collectively reduce the difficulty to zero. Each player in turn (sequence determined mechanically or through social dynamics?) chooses a number of dice to allocate to the conflict, states the number, and rolls them. Another player may contribute to the roll from their own pool of dice if they wish. This must all be narrated as part of the mission. They are jumping in to help someone who may have fucked up, at the expense of their own ability to pursue relationships later and be effective in future missions.

FAILING A MISSION

Failing to accomplish a mission causes everybody to lose an aspect of immortality and also an aspect of dorkiness. These are “hit points” and when they are gone you are mortal and vulnerable.

LOVE VERSUS DUTY

People who spend more dice in relationship scenes will have fewer to contribute to the group mission, and vice versa. This makes perfect sense.